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This document is intended to describe Starbound's various data structures.

File formats

Starbound uses regular JSON and Lua files for some things, but thisdocument will only focus on the custom file formats.

BTreeDB5

A B-tree database format which enables quick scanning and updating.It's used by Starbound to save world and universe data.

Header

The header consists of 512 bytes, representing the following fields:

Field #TypeDescription
1char[8]The string 'BTreeDB5'
2int32Byte size of blocks (see below)
3char[16]The name of the database (null padded)
4int32Byte size of index keys
5boolWhether to use root node #2 instead
6int32Free node #1 block index
byte[4]Unknown
7int32Offset in file of end of free block #1
8int32Root node #1 block index
9booleanWhether root node #1 is a leaf
10int32Free node #2 block index
byte[4]Unknown
11int32Offset in file of end of free block #2
12int32Root node #2 block index
13booleanWhether root node #2 is a leaf
byte[445]Unused bytes

In the BTreeDB4 format there was also a 'free node is dirty' booleanwhich is not accounted for above. It may be one of the 'Unknown'values.

Blocks

The most primitive structure in the BTreeDB5 format is the block. It'sa chunk of bytes of a fixed size (defined in the header) which plays acertain role in the database.

A lot of fields in the BTreeDB5 format references blocks by their indexwhich means an offset of header_size + index * block_size.

Root nodes

The root node is the entry point when scanning for a specific key. Theroot node can be either an index block or a leaf block, depending onhow large the database is. Usually, it will be an index block.

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Since BTreeDB5 databases are meant to be updated on the fly, the rootnode may alternate to allow for transactional updates to the index.If the alternate root block index flag is true, the alternate rootindex should be used for entry instead when scanning for a key.

Index block

The index block always starts with the characters II. Ati sapphire x550 driver for mac.

Leaf block

The leaf block always starts with the characters LL.

Free block
World

The free block always starts with the characters FF.

Free blocks may be either brand new blocks (after growing the file), orreclaimed blocks that were no longer in use.

Scanning for a key

This section will contain information on how to retrieve a value from aBTreeDB5 database.

SBAsset6

A large file that contains an index pointing to many small files withinit. The main asset file (packed.pak) and mods are of this type.

Header

The header for SBAsset6 is very straightforward:

Field #TypeDescription
1char[8]The string 'SBAsset6'
2uint64Metadata offset

The metadata offset points to another location in the file where themetadata can be read. Seek to that point in the file and find:

Field #TypeDescription
1char[5]The string 'INDEX'
2SBON mapInformation about the file
3SBON varintNumber of files in the index
4 + 3nSBON stringSBON UTF-8 encoded string
5 + 3nuint64Offset where file starts
6 + 3nuint64Length of file

Once the index has been parsed into memory, it can be used to seek tovarious files in the SBAsset6 file.

SBVJ01

Versioned JSON-like data. Used for player data files and the like. Thedata structures themselves use a custom binary form of JSON which willbe referred to as 'SBON' in this document.

The file structure is simply the string 'SBVJ01' followed by a singleversioned JSON object (see below).

SBON

(I'm calling this 'Starbound Binary Object Notation', but don't knowwhat the Starbound developers call it internally.)

This format is similar to other binary formats for JSON (e.g., BSON).SBON is used in most file formats to represent complex data such asmetadata and entities.

Data types

  • Variable length integer (also known as VLQ)
  • Bytes (varint for length + the bytes)
  • String (bytes with UTF-8 encoding)
  • List (varint for count, dynamic for values)
  • Map (varint for count, string/dynamic pairs for entries)
  • Dynamic (byte for type + value)
    • 0x01: Nil value
    • 0x02: Double-precision float (a.k.a. double)
    • 0x03: Boolean
    • 0x04: Signed varint (see below)
    • 0x05: String
    • 0x06: List
    • 0x07: Map

Varint

A variable length (in bytes) integer, also known as VLQ. As long as the most significant bit is set read the next byte and concatenate its 7 other bits with the 7 bits of the previous bytes. The resulting string of bits is the binary representation of the number.

The purposes of this data type is to allow (common) lower values 0..127 to only use up one byte, 128..16383 two bytes, and so on.

Signed varint

A signed varint is just a regular varint, except that the least significant bit (the very last bit in the data stream) is used to represent the sign of the number. If the bit is 1, the number should be considered negative and also have one subtracted from its value (because there is no negative 0). If the bit is 0, the number is positive. In both cases, the least significant bit should not be considered part of the number.

Versioned JSON

Starbound has a data structure known as 'versioned JSON' which consistsof SBON. In addition to arbitrary data, it also holds a name and aversion.

Most complex data structures are represented as versioned JSON and mayhave Lua scripts that upgrade older versions to the current one.

FieldTypeDescription
NameSBON stringThe name or type of the data structure.
Is versioned?boolFlag indicating that there’s a version.
Versionint32Version (only if previous field is true).
DataSBON dynamicThe data itself, usually a map.

Celestial data

Celestial files are BTreeDB5 databases that contain generatedinformation about the universe.

Little is currently known about this format as the keys are hashes ofsome key that has not yet been reverse engineered.

World data

World files (this includes the player ship) are BTreeDB5 databases thatcontain the metadata, entities, and tile regions of the world.

Regions

Regions are indexed by type, X, and Y values. The type value is1 for tile data and 2 for entity data. There's a special key,{0, 0, 0} which points to the world metadata. All values are gzipdeflated and must be inflated before they can be read.

The BTreeDB5 key for a region is represented in binary as a byte fortype followed by two shorts for the X and Y coordinates.

The X axis goes from left to right and the Y axis goes from down to up.

World metadata

Once inflated, the {0, 0, 0} value starts with two integers (8 bytes)holding the number of tiles along the X and Y axes, followed by an SBONdata structure containing all the world's metadata.

Tile data

The {1, X, Y} value contains three bytes followed by the data for 32×32tiles. The purpose of the three bytes is currently unknown.

A single tile is made up of 30 bytes of binary data:

Field #BytesTypeDescription
11–2int16Foreground material¹
23uint8Foreground hue shift
34uint8Foreground color variant
45–6int16Foreground mod
57uint8Foreground mod hue shift
68–9int16Background material¹
710uint8Background hue shift
811uint8Background color variant
912–13int16Background mod
1014uint8Background mod hue shift
1115uint8Liquid
1216–19floatLiquid level
1320–23floatLiquid pressure
1424boolLiquid is infinite
1525uint8Collision map²
1626–27uint16Dungeon ID³
1728uint8'Biome'⁴
1829uint8'Environment Biome'⁴
1930boolIndestructible (tree/vine base)
2031unknownUnknown?

¹ Refers to a material by its id. Additional constants:

ConstantMeaning
-36Unknown (seen on ships)
-9Unknown (possibly dungeon related)
-8Unknown (possibly dungeon related)
-7Unknown (possibly dungeon related)
-3Not placeable
-2Not generated (or outside world bounds)
-1Empty

² Used by the game to block the player's movement. Constants:

ConstantMeaning
1Empty space
2Platform (floor that player can pass through)
3Dynamic (e.g., closed door)
5Solid

³ Dungeon info is stored in the world metadata. Additional constants:

ConstantMeaning
65,531Tile removed by player
65,532Tile placed by player
65,533Microdungeon
65,535Not associated with anything

⁴ Unverified, simply quoting from this page: http://seancode.com/galileo/format/tile.html

Entity data

Values for {2, X, Y} keys are a sequence of various entities in theregion at (X, Y). Each entity is a versioned JSON object.

The data, once inflated, consists of an SBON varint for the count andthen the versioned JSON objects, one after the other.

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